I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!
Working on a project that's really helping me think modularly, and I'm taking the time to really get into making a trim sheet and other tileable textures I can be proud of. Here's one that I worked on today!
Hey very cool, this is coming along great. You might get some inspiration from this breakdown: http://wiki.polycount.com/wiki/ModularMountAndBlade Another great breakdown here: https://medium.com/@Shubham445/trim-sheet-detailed-breakdown-bd35c78d16c3
Just posted this on another topic, might help you. http://wiki.polycount.com/wiki/Texture_atlas#Tutorials To understand the workflow a bit more, see http://wiki.polycount.com/wiki/Modular_environments Also in particular this might interest you. It's a bit beyond PS1 spec, but the breakdowns should be helpful…
You'd be better off using tiled textures, trim sheets, and texture blending. Searching for "street texture" there are many recent examples to check out. https://polycount.com/discussion/202453/quiet-tuscan-street-wip Some solid techniques here http://wiki.polycount.com/wiki/Modular_environments Also for the blending see…
We have a lot of resources here on our wiki, which might help you with this project. * http://wiki.polycount.com/wiki/Modular_environments * http://wiki.polycount.com/wiki/Texture_atlas * http://wiki.polycount.com/wiki/ChannelPacking * http://wiki.polycount.com/wiki/MultiTexture